#include "DXUT.h"

#include "./../Headers/control_point.h"

#ifdef ALLOW_DEBUGS
#define DEBUG_TEXT
#endif

// Create our vertex input layout - this matches the SIMPLE_CONTROL_POINT structure
const D3D11_INPUT_ELEMENT_DESC control_point_layout[] =
{
	{ "INDEX", 0, DXGI_FORMAT_R32_UINT, 0, 0,  D3D11_INPUT_PER_VERTEX_DATA, 0 }
//	,{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 4,  D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
const UINT control_point_layout_size = ARRAYSIZE( control_point_layout );

//namespace Control {
//
//		ControlPoint::ControlPoint ():
//			Rdb(), Wtb(), control_index( next_control_index++ ) {
//		};
//
//		ControlPoint::ControlPoint ( const ControlPoint &original ):
//			Rdb( original ), Wtb( original ), control_index( next_control_index++ ) {
//		};
//
//		uint ControlPoint::next_control_index = 0;
//
//		ControlPointSet::ControlPointSet ():
//			Rdb(), Wtb(), point_list( NULL ), control_points_quantity( 0 ), g_ControlPoints( NULL ) {
//		};
//
//		ControlPointSet::ControlPointSet ( const ControlPointSet &original ):
//			Rdb( original ), Wtb( original ), point_list( NULL ), control_points_quantity( 0 ), g_ControlPoints( NULL ) {
//		};
//
//		ControlPointSet::~ControlPointSet() {
//			if( point_list != NULL ){
//				point_list->clear();
//				free( point_list );
//				point_list = NULL;
//			}
//			destroyResources();
//		};
//
//		uint ControlPoint::next_control_index = 0;
//
//};
